package states
{
	import decorations.*;
	import enemies.*;
	import interactions.*;
	import items.*;
	import treasures.*;
	
	/**
	 * ...
	 * @author JAC
	 */
	public class TestState extends GameState
	{
		override public function create():void
		{
			super.create();
			
			MusicPlayer.play(MusicPlayer.TOMB_FAST);
			
			_maze.load(MazeData.random_1);
			
			Player.spawnAt(14, 13);
			Tracker.mapScore = 2500;
			Tracker.lives = 1;
			Tracker.minScore = 3;
			
			for (var i:uint = 0; i < 20; i++)
			{
				var z:Entity = addEntity(new LootBag(), true, true);
			}
			
			var t1:Teleporter = addEntity(new Teleporter(), true) as Teleporter;
			var t2:Teleporter = addEntity(new Teleporter(), true) as Teleporter;
			
			t1.other = t2;
			t2.other = t1;
			
			//addEntity(new Exorcist(), true);
			//addEntity(new Robber(), true);
			//addEntity(new Robber(), true);
			addEntity(new Robber(), true);
			//addEntity(new Brute(), true);
			//addEntity(new Brute(), true);
			
			addEntity(new Trapdoor(), true, true);
			addEntity(new Trapdoor(), true, true);
			
			addEntity(new RockThrow(), true, true);
			addEntity(new RockThrow(), true, true);
			
			addEntity(new SpeedBooster(), true, true);
			addEntity(new SpeedBooster(), true, true);
			
			addEntity(new Torch(14, 14));
			addEntity(new Torch(3, 14));
			addEntity(new Torch(25, 14));
			
			addEntity(new Torch(14, 6));
			addEntity(new Torch(3, 6));
			addEntity(new Torch(25, 6));
			
			addEntity(new Slow(), true, true);
			addEntity(new Slow(), true, true);
			
			Torch.addTorchesAroundExits();
			
			Animation.finger(Player.midpoint, 3);
			
			gameStart();
		}
	}
}